3D Charcter Animation 6: Self Evaluation

So here it is. Given the sheer amount of keyframes that went into that 316 frame clip i kinda misjudged how long 10 seconds actually was. Probably why i misunderestimated how quick i had the eyes darting around.

Looks kinda stilted and floaty, like Mid-90s mainframe animation, which i guess makes sense: they were pioneering the methods of animation and i’m pioneering my own knowledge on how to animate. On the plus side i’m glad i managed to avoid the rigid body syndrome that a lot of early animations (and one shot in clone wars from 2009) seem to have. It also syncs up with the music of the original somewhat well so +1 to accuracy. And i managed to fix most of the skin clipping through the sleeve to the point i can’t notice any in the video. Lack of green sweater kinda ruins the character’s colour diversity but it really couldn’t be helped. Next time i’m gonna have to think about where clothes are placed so i don’t end up unable to skin it properly again.

Kinda ends abruptly too because i ran out of time and didn’t want to spend another hour going over the nessiccary 10 seconds with my rapidly deteriorating character rig.

That said i can’t help but feel almost proud at how i’ve managed to create something halfway decent even if it is the same rushed amature quality as everything i put my hands to and looking back in a month’s time i’ll probably shake my head and sigh. But yes pride. the stuff that comes before a fall and makes you do things stupidly and for stupid reasons.

With all that in mind i rate this animation a 3/5

I toyed between 2 and 3 but i’ve decided on 3 because it’s good for what it is: my first foray into human animation. And no i’m not giving it a 2.5 because using decimals defeats the point of giving each rating a discreet meaning.


3D Charcter Animation 4: Last minute tweaks

Since last report i’ve:

  • Modelled some (admittedy faulty but servicable) mouth geometry.
  • Removed the torso for polys so i could add teeth. Split skin geometry into Hand, Legs and Head sections so weights could be mirrored.
  • added teeth.
  • Essentially completed Sweep’s character model.
  • Animated the first 316 frames (10 seconds) of the “Do the Mario” credits song, i chose this because it features the most body movements and the least trying to get the mouth geometry to cooperate.

This is more broken than it looks

Unfortunately one big problem has arised: The arms won’t skin properly. It seems when desinging Sweep the place where i put the V-Neck sweater arm stuff was a place where it wasn’t easy for them to bend. To move this i’d have to move the sleeve ends up the arm which means i’d have to grab more upper arm geometry back in so there’s something under the transclearant shirt sleeves. This would all take a lot of time, that i don’t have. Easier option is to make the shirt completely opaque and get rid of the V-Neck during the animation, which might work. the shirt still isn’t skinned perfectly but it’s salvagable in the time i have available.

The animation progress is working quite well so far. Legs for the most part stay in place though there is some shuffling that i tried to replicate. A lot of this animation is in the arms and core muscles. I wasn’t actually working straight from the clip but rather my timing notes based on the clip so it’s more of my interpretation of what’s going on rather than a frame by frame recreation. I’ve also improvised eye movement/blinking because the vid i had was very low resolution. This bit was pretty interesting as i figured out what the eyes would be doing in each given action either trailing ahead of a head/body movement or tracking arms as they come close to the head.

Finally i’ve made a background based on the original clip by way of Yoshi’s Island which i’m going to place behind it during editing. I’m probably gonna edit this in Power Director 9 and then convert it to whatever format i need online.

Oh… gotta render it at some point. I guess i can nip into horton and comandeer several rows of one of the labs. After that is all of the acoutriments. Not sure what those exactly are as the module handbook isn’t all that helpful but i think i can figure it out off the facebook group.

I’m pretty great at being stylistically terrible at art.

3D Charcter Animation 3: belated progress report

Yeah, i totally suck at this regular progress report shtuff.

Current progress on Miss Sweep

At the moment i have my character model made (mostly). It’s based off a couple of sketches i made. As you can see from the arm phasing through her clothes i’m currently skinning. i also have to At the moment i’m playing around with the skin weights, which is kinda dumb because i’ve lost the inside mouth geometry and probably need to add that back in first. I’m thinking of going for a more exagerated animation style, fast movments, lots of squetch. Also gonna be animating the face in multiple ways: Morph shapes for expression, moving textures for the eyes and layered over animated textures for the eyelids, that’s gonna take some time to draw. also kinda want to draw seperate eyes with big and small pupils for different light levels.

Been having some issues with IK handles and my reverse foot thing messing up the skin binding so i think i’m gonna disable them for now in exchange for something that works, after all i have all easter to animate it but apparently i need the model/rig done by either this or next friday (?) so that’s where i’m cutting corners.


3D Charcter Animation 2: Animation clips

Here are some clips I’ve gathered

Clip 1: No, I am your father.

Also known as “Luke, I am your father” thanks to years of misquoting, or “Obi-Wan killed your father” on set to prevent leaks.


  • Scene features pretty expressive body language and (at least from Mark Hamill) face acting.
  • Most shots focus on only one character and very simple terrain, it’s a very efficient scene.
  • Even then elements like the swaying platform, flapping tubes, hair and cape manage to make it look active rather than just a sound stage.



Clip 2: Do the Mario

They’re the mario brothers and plumbing’s their game.



  • Slightly obscured by text.
  • Teleporting around, though accurate, probably wouldn’t be considered good animation technique.
  • No high quality reference material exists.


  • This is entirely and completely stupid, so as you can guess I absolutely love it.
  • The late great “Captain” Lou Albano was a wrestler, he certainly doesn’t look it here.

Clip 3: Hush

Here is my token effort towards including a silent/dialogue-less clip.


  • Voices taken away by floating butler demons, ergo directing had to rely on expressions and music to tell the tone. perfect.
  • Wealth of suitable clips within the episode, so i can be picky. this video is a compilation of the most appropriate scenes.
  • Joss Whedon is very good at characterization so actions are very characterized.


  • Aside from Doug Jones opening the door it’s hard to find any scene i could easily cut down to 10 seconds, and the door opening scene is only 8 seconds which isn’t long enough.
  • Gliding around, though accurate, probably wouldn’t be considered good animation technique.
  • Reference material is in bordered 480p.


  • I have not watched a single episode of buffy the vampire slayer before this, now i have to watch them all.
  • Apparently Joss Whedon made this episode because people kept on praising his dialog, which to be fair is exactly what i would do in that situation.

3D Charcter Animation 1: Modelling Reference Material

Drawing People – Joumana Medlej: a great all-purpose human anatomy, movement and expression guide which i have used in the past for emotions and ethnotype drawing reference.

Colour Wheel